Announcement

Collapse
No announcement yet.

Sunny

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Sunny

    Hello,
    The purpose of the rendering project is to display the different colors and layout combinations of the sofa in an built-in interior environment.
    The project including renders took around 7 days.
    The apples are from Bertrand and the Artichoke Lamp is from model+model and the plants is from Evermotion.

    By the way, I am so happy that I have my new workstation
    Intel i7 2600 3.40 GHz
    16 GB RAM
    NVidia GeForce GTX 580

    3DSMax 2011 + VRAY 2.10.01 + Photoshop 5.5

    As always, all your comments are welcome.













    Last edited by pixela; 26-09-2011, 06:38 AM.
    for my blog and tutorials:
    www.alfasmyrna.com

  • #2
    I like these very much. Great feel and I'm sure exactly what your client wanted.

    Could you tell us a bit more about this? The GI method you used, how you did your parquet, modelled the furniture, defeated the noise issue...?
    Check my blog

    Comment


    • #3
      yeah nice stuff Pixela!!! Really nice balance between the exterior and interior exposure! Congrats
      i am too interested about the noise ....its mainly the whites that are trouble
      Martin
      http://www.pixelbox.cz

      Comment


      • #4
        Bertrand:
        hi Betrand i think its time to make some more fruit ))
        Martin
        http://www.pixelbox.cz

        Comment


        • #5
          very good job! I envy you your new workstation
          Luke Szeflinski
          :: www.lukx.com cgi

          Comment


          • #6
            really nice, great lighting

            Comment


            • #7
              Thank you very much - I am very happy to hear that you liked the images

              Bertrand:
              Well we have this mutual problem with the noise. Actually that thread helped me to solve the problem.
              Somehow we were all relying on Universal Method or derivatives of this method to deal with the noise- And this was what exactly what Universal Method suggested. But somehow there is a change in the DMC Sampler and it works different than it used to do.
              When I realised this, I thought that it is not working anymore to count on DMC to solve the noise and there were advices from various people about dealing with subdivisions locally.
              So here is what I made:
              1. Instead of raising the max value of DMC Sampler, I raised every subdivision locally (lights, reflection, refraction)
              2. I stopped using BF+LC method for GI.
              Instead I used the Irradiance Map method with DE.
              It is true that there is great detail in BF but I find that the IM+LC+DE is working good too and it is very easy to deal with reflections.
              And render times are shorter as a bonus.

              I modeled the Parquet with floor generator but then made some manual touches. I didn't use the MultiTexture Map but instead I painted one texture.

              One more thing to mention: I was lucky in this project that there is not any architectural project- which means I was free to make the openings as I like. So I felt free to make windows anywhere, any size that would make the sofa look better.
              In other words, it was like a kind of studio environment when you are not limited to architectural restrictions and free to make openings.

              Lukx:
              I am really so happy. I have only one PC (now with the new one it makes 2 ) and before this one, it was really pain to make the rest renders and tweaks for interiors.

              Thanks again for your comments.
              for my blog and tutorials:
              www.alfasmyrna.com

              Comment


              • #8
                thats basically what i do but instead, ik am not using DE, but "check sample visibility" to get a crisper shadows
                i always start with subdivs at 8 and manually tweak the individual material.
                this workflow has an advantage that you can really knock down the rendertime but it requires longer test renderign b4 the mats are noiseless.
                Martin
                http://www.pixelbox.cz

                Comment


                • #9
                  I never paid attention to "check sample visibility".
                  Thanks for this tip. So does this make shadows better? I suppose more longer times. How much longer?
                  for my blog and tutorials:
                  www.alfasmyrna.com

                  Comment


                  • #10
                    Same here, I'm having to drop BF more and more because of noise and render time.
                    Recently, I even dropped the DMC sampler altogeher for a simple product vizualisation job (not to be recommended for a complex scene though, but ultra-fast for simple setups).
                    Funny how in this respect at least Vray has actually gone backward since 1.5. I have fond memories for effortless, relatively fast, clean BF renders...
                    Check my blog

                    Comment


                    • #11
                      Originally posted by BBB3 View Post
                      Same here, I'm having to drop BF more and more because of noise and render time.
                      Recently, I even dropped the DMC sampler altogeher for a simple product vizualisation job (not to be recommended for a complex scene though, but ultra-fast for simple setups).
                      Funny how in this respect at least Vray has actually gone backward since 1.5. I have fond memories for effortless, relatively fast, clean BF renders...
                      Bertrand, are you using the fixed image sampler?

                      I think something changed with DMC sampler and it is producing different results (bigger render times and noisier) and moreover when you increase the max subdivisions, the Antialiasing is reached at the expense of a greyed out, dark image.
                      I understand that AA needs to even color and lighting differences but in the previous versions Vray was succesively producing the desired results.
                      for my blog and tutorials:
                      www.alfasmyrna.com

                      Comment


                      • #12
                        I'm surprised that Vlado is so quiet about this problem....
                        Luke Szeflinski
                        :: www.lukx.com cgi

                        Comment


                        • #13
                          Lukx: so am i ))

                          Bertrand:
                          yep, the actuall way vray noise behaves brough more confusion to the understanding the way vray fights the noise

                          Pixela:
                          yes the rendertimes are bigger but the shadow crispiness in small details is very close to BF method...i find that rendertimewise its somewhere in the middle of IM/LC and BF/LC
                          the whites are worse ones to fight
                          before we had to fight with noise on darker objects NOW its the whites :-/
                          Martin
                          http://www.pixelbox.cz

                          Comment


                          • #14
                            Originally posted by PIXELBOX_SRO View Post
                            Lukx: so am i ))

                            Bertrand:
                            yep, the actuall way vray noise behaves brough more confusion to the understanding the way vray fights the noise

                            Pixela:
                            yes the rendertimes are bigger but the shadow crispiness in small details is very close to BF method...i find that rendertimewise its somewhere in the middle of IM/LC and BF/LC
                            the whites are worse ones to fight
                            before we had to fight with noise on darker objects NOW its the whites :-/
                            What subdivisions do you have for lights ?
                            for my blog and tutorials:
                            www.alfasmyrna.com

                            Comment


                            • #15
                              its mostly 16 and above
                              24 for the HDRI mapped dome light
                              Martin
                              http://www.pixelbox.cz

                              Comment

                              Working...
                              X